Arma 3 is a military simulation astonishingly huge in scope that lets players control an array of soldiers and vehicles to wage war across two massive islands. Death comes readily, from out of bushes and windows – to avoid frustration, Arma 3 requires intelligent play, resulting in an emergent conflict more detailed than that of almost any other game.

After two months of beta and three months of alpha, Arma 3 is now officially out. Finally those of you who didn’t already jump into the beta can have a chance to explore the island of Altis and engage in some super authentic wargames.

If you’re not familiar with the Arma series – wait, are you serious? Okay fine, I’ll explain.

It all began back in 2001, when Bohemia Interactive created Operation Flashpoint: Cold War Crisis. The game took a very different approach to war shooters, emphasising a realistic military action with vulnerable soldiers who could die at any moment. I spent most of it whimpering in a bush and bleeding to death, because I am terrible. Later Bohemia would split with Codemasters, launching the Arma series to continue their tradition of producing tough as balls tactical sandbox shooters.

The series spans from Operation Flashpoint (now redubbed Arma: Cold War Assault after some licensing shenanigans), Arma and Arma 2, plus the expansions Arma 2: Private Military Company, Operation Arrowhead and British Armed Forces. The whole lot were collected together in the Arma X Anniversary edition.

The Arma series is unlike any other first person shooter you’ll ever play. Each game in the series presents you with a vast island sandbox to play with. The world of Arma is huge and varied, and every bit of it can be poked and played with. I’ve spent as much time driving tractors around Arma 2 as I did shooting men, and I’m probably going to spend most of Arma 3 getting my scuba diving badge.

The same principles guide the actual soldiering business. Bohemia Interactive have a simple principle, if you can do it in war, you should be able to do it in the game. You can fly helicopters, drive tanks, or just huddle in the dirt terrified that an enemy soldier might have you in his sights. In fact the Arma games are so authentic that former-sister company Bohemia Interactive Simulations is using the foundations of the engine to build a training simulator for the US army.

Arma 3 takes the principles Bohemia Interactive has always championed, huge explorable areas and authentic military tactics, and updates it with all new modern technology. Altis, the game’s main map, is a whopping 270 square kilometres in size, and you can see for absolutely miles, as Evan’s helicopter tourattests. The game looks simply stunning, sometimes I stop fighting and just stare at the sunset. Warning: This is not good for your health.

Nowhere are these visual enhancements as obvious as in the water. Arma 3 has expanded the air and land battle to beneath the waves, offering some fabulous scuba diving opportunities. If this is beginning to sound more like a tourist resort than a warzone, don’t worry, I’m sure that sniper on the hill half a mile away will be more than happy to remind you of just how lethal this game can be.

Bohemia Interactive have always supported modding in their games. Which is why Arma 2 received a massive popularity boost after the surprise hit DayZ mod, which took Arma’s commitment to realism and sandbox gaming and turned it into a permadeath survival horror game. In order to support this and many other future mods, Arma 3 now comes with Steam Workshop support, although right now this is only being used for custom scenarios, letting anyone distribute and download missions as easily as possible. Thanks to the game’s extensive beta period, there’s quite a few workshop scenarios available already.

During one of the game’s Showcase missions – a series of singleplayer vignettes designed to teach combat techniques – a team of enemy guards was so effectively baffled by our lone wolf soldier climbing into the driving seat of a futuristic Humvee that they lowered their weapons and stood in place around a campfire. They held those positions as we ran them over one by one, eliminating troops that would otherwise end our life with a well-placed rifle shot from 300 metres away. This wasn’t an isolated case: Arma 3’s AI – both enemy and friendly – will whip back and forth from lethal to bumbling in a few seconds.

Simply climbing into a vehicle will tax those inexperienced with Arma’s idiosyncratic menu system. By default, rolling the mousewheel brings up a set of actions that can be performed in a given situation. As an infantryman in the field, they can be as simple as changing weapon or opening your backpack; flying a helicopter, you’ll need to manage auto-hover, countermeasures, and a host of other authentically complex actions across the length of a keyboard, all while controlling a whirlybird happy to careen out of the sky at the slightest tilt of the mouse. It’s earnestly realistic, and managing these mechanics while maintaining a projected course yields a certain militaristic thrill, but there’s been little attempt to cater for an audience unwilling or unable to put up with Arma 2’s UI roadblocks.

Fortunately, this third game in the series brings other improvements, and they’re significant. The basest interactions with your environment – running and shooting – feel vastly improved. Squeeze off a rifle round and your gun kicks back, firing out both authentically accurate bullets, and a muzzle noise both raspier and more deadly sounding than the guns in shooters less concerned with realism. Run for too long and your shoulders will heave, your breathing running ragged. Try and shoulder your rifle and fire and your crosshair will weave. Better instead to find cover, get low, and form a base of fire from one of three stances.

Bigger still – and significantly more beautiful – are the game’s two islands. The second of Arma 3’s vast landmasses was slated to be called Limnos, a reference to the real-world Greek holiday island of Lemnos. That plan soured after two of Bohemia Interactive’s developers were arrested during a visit to the island, but the influence remains strong: Arma 3 in its current form can feel more like a holiday destination than a game.

Both the island that was Limnos – now called Altis – and the smaller Stratis are huge, varied, and packed with secrets. Altis’ east coast is pockmarked by dry salt lakes – white, flat tumours on green and orange scrubland. Sets of wind turbines rise out of ridges in the island’s southeast, catching the gusts coming off the cerulean blue ocean. It’s the kind of landscape that makes the inclusion of a dedicated key for binoculars – B – a necessity instead of a luxury.

Bohemia is patently proud of its enormous play areas. Loading screens – surprisingly short for a game this size – tell fake tales of the islands’ backgrounds, of deserts north of villages that are ideal spots for pretend adventuring tourists, of the medieval history of a land apparently conquered by the Mediterranean’s most bellicose warlords.

Arma 3 has it under attack again. This time it’s the base for a battered NATO, fighting against CSAT, an army from the east headed up by Iran. Also present on the islands are another set of acronyms: Altis’ own armed forces, the AAF, and the resistance forces of the FIA. Altis and Stratis are bulwarks, NATO forces deployed in strategic position to stem the tide of CSAT soldiers. But play Arma 3 on launch day and you’ll feel like you’ve joined the conflict too early, before the battles have begun.

This game has an enormous draw distance and that’s purely because the environment itself is so large and so packed full of objects. Regardless of what setting you’re able to play the game at, it doesn’t suffer from random dips in frame rate, screen tearing or any random artifacts obscuring your screen, and best of all the game looks stunning. Everything within the environment to the design of the characters in the game has been polished to a T, and although there are minor glitches here and there of characters hanging in between walls it’s nothing to take away the experience, as you really have to be paying strict attention to notice these things.

All in all, Arma 3 does a terrific job of being distinctive and has an immersion factor that’s unmatchable by other games that fall into the genre of being a shooter. A must buy if you are into realistic simulation. (Source pcgamer.com, strategyinformer.com, gamingbolt.com)

Saints Row IV’s crazy missions, fun superpowers, and funny writing make it an enjoyable way to live out your destructive fantasies.

There are plenty of hilarious moments and there’s a lot of newhere in terms of Saints Row itself. If you enjoyed The Third – or just like having a bit of relatively mindless fun – then Saints Row IV is definitely for you.

Saints Row IV builds off of Saints Row: The Third’s successful break from the open-world crime game norm in plenty of successful ways by giving you new abilities and options set in an increasingly ridiculous world that gets wrapped around some solid, funny writing. In plenty of ways it’s all-but-identical to the previous game, but plenty of deviations both big and small make it feel quite different. On the small side, a more-focused track through the game’s side missions makes it more enjoyable to see and do everything the game has to offer. On the large side, the developers at Volition effectively created “Lewd Crackdown” by imbuing your cyber-President with the ability to leap over buildings, glide around the city, and collect hundreds and hundreds of orbs. Clusters! Sorry, they’re called . Orbs, sheesh, where did come from?

“I was laughing out loud with actual noises emanating from my mouth within the first ten minutes of Saints Row IV, and the laughter rarely eased up for the rest of the adventure. Comedy in videogames is a tough nut to crack, but the loving parody, hyper-violent slapstick, and sheer audacity of Volition’s latest makes it look effortless. Not only that, it tells an engrossing and surprisingly coherent story on top of all the silliness.”

The story picks up where The Third left off, more or less, with a quick escalation and a five-year flash forward to the point where the boss of the Saints (that’s you) is now the President of the United States. Oh, and then there’s an alien invasion courtesy of the Zin, your main enemy for the bulk of the game. The alien leader, Zinyak, tosses you and your crew in a Matrix-like computer simulation of Steelport, the same city from the previous game. Since real-world rules don’t apply in this oppressive simulation, things quickly spiral out until you can run faster than cars, jump higher than buildings, and shoot freeze blasts out of your fists. This, as you might expect, changes everything.

“The Boss must break free of the simulation, rescue his or her crew from their own virtual Hells, and eventually strike back at the Zin. Full of constant surprises, gameplay switches that subvert expectations, and some cracking one-liners, Saints Row IV brings back the kind of satisfyingly deranged narrative that made Saints Row II so wonderful. Unlike The Third, there’s a sense of pacing, structure, and conclusion that offsets the overall wackiness. It is aberration tempered with intelligence, something the series needed to return to.”

The developers’ willingness to utterly deprecate major parts of the previous game is really interesting. Why would you ever drive or upgrade a car once you can run faster than the game’s fastest vehicles? Grenades and other thrown weapons are completely replaced by a trio of super abilities and the weapon tree gets blown out with guns that shoot black holes, alien rockets, or the healing–sorry, destructive–power of dubstep. It makes a game that was already pretty goofy even goofier. And throwing the vast majority of the game into a “dark” simulated version of the city of Saints Row: The Third makes the whole thing feel like some elaborate expansion or mod, rather than a full-fledged sequel. Obviously, that has good and bad baggage associated with it. Returning to the city makes for interesting story setups and remembrances of the previous game, but even if you’re gliding over all of it and ignoring most of its structure, it occasionally doesn’t feel like something that stands on its own.

Actually, the story leans pretty heavily on your knowledge of Saints Row: The Third, to the point where I’d probably recommend playing that game first if you haven’t already. Crazily enough, it also throws back to the first two games in some key ways, but missing these references won’t leave you struggling too much–also those games are a lot harder to go back to at this point. The story goes in some interesting directions by occasionally focusing more on the characters around you and giving you some insight into their past and present motivations. These missions are the best part about Saints Row IV, and in many cases, they give the characters more depth than you’d expect from what might otherwise look like one 17-hour Matrix-meets-Mass-Effect gag.

Rather than simply rip off other games, however, Volition has carefully cherry-picked and refined the very best ideas from the leading sandbox games on the market — the criminal freedom of Grand Theft Auto, the wall-running and super speed of Prototype, the energetic powers of in FAMOUS, the explorative collection quests of Crackdown, and Saints Row‘s characteristic nonsense have been beautifully distilled and mixed to create the ultimate tribute to everything open world games have been this generation.

As well the main story missions, all of which are fantastically varied and regularly make affectionate fun of other videogames and genres, each member of the Saints has specialized Loyalty missions, there are loads of activities and collectibles to find, and a whole host of extra challenges. New activities include a riff on the old Fight Club challenges (this time using super powers), Genki Bowl (in which you throw people, cars, and Genki items through floating rings), and special races through the simulation’s virtual systems. Of course, classics like Insurance Fraud and vehicle thefts have been retained.

Saints Row IV is, from start to finish, a pleasure. It’s a pure pleasure to play. I was cynical, given my feeling let down by The Third, but Volition has worked hard to address almost everything wrong with its last outing, and provide something that delivers over and above expectations. What I love most about IV is how it puts the player first — absolutely every new feature and ability gifted to the player seems designed purely to make the game more convenient to enjoy, and more fun to play.

The Escapist(100/100): “A fantastic game, keeping up the series’ tradition of giving players a wide open world and the tools to go absolutely bonkers within it. It’s hilarious, it’s action-packed, and most of all, it’s fun to play.”

Destructoid(95/100): “What I love most about 4 is how it puts the player first — absolutely every new feature and ability gifted to the player seems designed purely to make the game more convenient to enjoy, and more fun to play.” (Saints Row IV perhaps one of the best open world sandbox games you could ever hope to play, and practically a culmination of everything the genre’s worked toward this generation.)

Giant Bomb(80/100): “The game is packed with some great moments that subvert the open-world crime genre even further than SR3 did, it’s funny, and its references aren’t just lazily tossed off, they’re earned. You’ll feel like you’ve played some of this before, but if you’re at all interested in Saints Row’s brand of weird, it’s absolutely vital.”

Eurogamer(80/100): “Saints Row 4 may lack refinement – nothing thwarts a superhero quite so frequently as an overhanging roof or your homies standing in a doorway – but it compensates with sheer exuberance. It’s a heartfelt love letter to the superhero genre and to a medium that makes such madness possible.”

OPM(60/100): “Occasionally excellent, often mired in mediocrity, Saints Row 4 is inferior to Red Dead Redemption and even five-year-old GTA 4 in almost every way. And while you’re always likely to miss when comin’ at the kings, Volition’s effort still falls short of the more cohesive Sleeping Dogs, the expansive frolicking on Just Cause 2‘s Panau and the polished pantomime of Infamous 2.”

Fisher, the events of the previous views, peaceful rest from saving the world from further dangers. At that time, the U.S. government offers its military operations in most countries of the world. Not all the arrangement of things they like, and some terrorist organization creates the title “Black List”, which puts important for Americans facility and plans to destroy them one by one. Of course, during these attacks killed innocent civilians weight. To stop the attacks, the terrorists are demanding withdrawal of U.S. troops from foreign lands. Since such a solution is not an option, the president decides to designate an organization called “fourth echelon”. At its head is Fisher and answerable only to the president. In addition, should use all means to stop the attackers, even leaning it off right.

Gameplay mechanic tries to reconcile both old veteran series and the new, which accounted for more to taste Conviction. Therefore, during the execution of the mission, we usually have to choose whether we want to defeat all the enemies leading open fire, and in the most critical time to call air support or silently disarm and eliminate all the enemies.

Returns familiar with the predecessor system “Mark and Execute”. As before, in order to use it, first we have to kill some of the enemy, using the silent solutions. Change and the manner of execution, this time Fisher can move when enemies are eliminated, making the action more spectacular. Also returning are all sorts of gadgets and overall well-known of the first part of the series. This gives us a much larger review of maps and can track enemy even behind walls.
Again, there are hearing. Our hero, having permitted to operate outside the law, will not hesitate to use any means to just figure out what the goal is again on the “black list”, and when it is planned coup. The same elimination of opponents, Fisher uses a range of available weapons. In addition to pop-up a knife and a gun is available M416 rifle, and crossbow firing various crossbow belts, including electrical allowing eliminate several enemies at once.

During the trip we visit the various parts of the world. We set off in the exotic and the great American cities.
Title has a multiplayer mode, either to fight with other players, as well as to cooperation.
For the first time since the beginning of series voice of the main character is not done for Michael Ironside. His place was taken by Eric Johnson. (Source quiethacking.blogspot.com)

The DLC pack released yesterday is called Clash in the Clouds. It’s a wave-based arena game that makes the most of Infinite’s varied combat system.

This first add-on pack puts an intense focus on BioShock Infinite combat. Combine weapons, Vigors, Gear, Tears, and Sky-Lines in ways you never thought possible as you square off against impossible odds. This pack features 60 challenges in four brand-new environments. Complete Blue Ribbon Challenges and unlock concept art, Voxophones, Kinetoscopes, and more in The Columbian Archeological Society. Climb the Leaderboards and earn new Achievements and Trophies.

Come back to Rapture in a story that brings Booker and Elizabeth to the underwater city on the eve of its fall from grace. Developed by Irrational Games, the developer of the original BioShock and BioShock Infinite, this DLC features Rapture as you’ve never seen it before—a shining jewel at the bottom of the ocean, built almost entirely from scratch in the BioShock Infinite engine. Gameplay has been modified to give the player an original BioShock combat experience that merges the best parts of BioShock and BioShock Infinite: new weapons, new Plasmids/Vigors, Tears, Sky-Lines, and Big Daddies.

Explore the city when it was at the height of its beauty, meet some old “friends,” and make some new ones, all through the eyes of Booker DeWitt. Why are Booker and Elizabeth in Rapture? What was the city like before everything fell to pieces? The answers to these questions and more will be found in BioShock Infinite: Burial at Sea – Episode 1.

Your dreams of leading a global empire have laid dormant for too long. Now, Paradox Development Studio and Paradox Interactive promise to bring those dreams to life with Europa Universalis IV.The award-winning series that has sold over a million copies and redefined grand strategy gaming for a generation is back with unprecedented flexibility, new options for imperial management, and the same deep commitment to historical gameplay that has made Europa Universalis the legendary franchise it is today.

Sweden’s time as a European superpower was both relatively brief and slightly improbable. In the latter half of the 17th century, when larger neighbours were putting their military faith in massed muskets and newfangled bayonets, the Swedes were carving out spectacular victories with a combination of old-fashioned pikes and death-or-glory charges.

Blending the bold and the archaic is something Swedish strategy gaming superpower Paradox know all about. While they weren’t the first developer to present super-studious gamers with super-detailed grand strategic sandboxes, they did fracture the mould by freeing history-wallowers from the tyranny of turns, adding plausible inertia to national change, and sprinkling Renaissance reenactments with events plucked directly from the pages of history books.

A dozen years on from the boardgame conversion that spawned the Europa Universalis dynasty and paved the way for sibling franchises such as Hearts of Iron, Crusader Kings and Victoria, the scholarly Stockholmites are in the early stages of fashioning a fourth EU. As lead designer Chris King confessed to me, this time out the burden of history is weighing on the team in more ways than one.

“Making a sequel is never easy, and when the third version received four expansions, a fourth instalment is an added challenge. You are always aware of the danger that you’ll change the things that made the game great, and leave the things that weren’t so good.”

So why not keep churning out adjuncts like Divine Wind and Napoleon’s Ambition? “The biggest reason, and our first pillar of our design, is the interface,” says King. “With each successive expansion we have gradually sought to cram more and more information into the same interface. With a new game, and the freedom it offers, we can start from square one with the UI.”

It’s an encouraging declaration. Despite effective tutorials, a strong manual and helpful tooltips, EU3 – with its lacy profusion of interface tabs, sliders and map modes – was a game guaranteed to make a Total War tourist gulp and glance at the door.

Complementing the added friendliness should be plenty of additional period flavour. “We know some players thought that the countries felt too similar in EU3. Through expansions we were able to differentiate countries more, but with EU4 we are going to make sure this is in the game from the start.”

The plan is to create nation-specific ‘national ideas’. Instead of nudging your country in specific directions by selecting up to ten generic national ideas (the current palette includes things like ‘Quest for the New World’ and ‘Smithian economics’) in EU4 a portion of the buffs available will be unique, designed to lure you down avenues abuzz with historical echoes.

The details are still being nailed down, but plumping for The Big Island Just To The Left Of France should lead to subtle inducements to kickstart the Industrial Revolution. Pick a country like Brandenburg-Prussia and you’ll be encouraged to ape Frederick the Great.

Considering the number of happy monarch mollycoddlers it has generated, it doesn’t come as much of a surprise to hear Chris admit that Crusader Kings II has influenced the EU4 blueprint. The constantly changing – and therefore hard to monitor – relationships system from EU will be replaced by CK2’s more manageable and static mechanism. Similarly, the EU team are hoping to include a dash of dynastic roller coaster through a radical new approach to national rulers.

Paradox’s grand strategy sequel features 300 years of history, a “lush topographic map”, an upgraded diplomacy system, multiplayer and modding tools, but the best part – or at least, the most brilliantly titled feature – is so-called ‘Monarch Power’, which promises that your chosen leader’s traits will directly affect the game in some way or other. It’s also a fantastic name for a band.

As a fan of strategy games, Europa Universalis IV is definitely a game we’re looking forward to.

Borderlands 2’s impossibly endearing pint-sized psychopath, Tiny Tina, is getting her very own DLC in the form of Tiny Tina’s Assault on Dragon Keep. The new campaign content features the vault hunters playing a pen-and-paper tabletop game while Tina runs the action from behind her game master screen.

Inside the game, players are treated to a world filled with enemies stolen from fantasy worlds, like skeleton archers and orcs. Tina is a novice game master, and her voiceover narration shows a twisting, changing game world that “smells like butts and dead people.” Unable to create a suitable name for an enemy on the fly, Tina dubs him “mister…boney…pants…guy?” and Mr. Bony Pants Guy is then made real. The environment gets a lot of comedy out of what it looks like inside Tina’s terrifying little mind, and players will get a surreal, hilarious closing chapter to the Borderlands 2 saga.

The baseline level for Assault on Dragon Keep is around level 30, so advanced players should be able to just jump in and enjoy more of the best co-op gameplay around.

The DLC hits June 25 and is included with the season pass or can be purchased on its own for $9.99 or 800 Microsoft points. (Source pcgamer.com)

Capcom invites us to travel with Remember Me, to a future in which people’s memories are currency exchange mega corporations. The argument, a priori, it has all the elements necessary to engage. It’s set in the year 2084, in a spectacular setting, Neo-Paris, a version decadent and semi ruined city of light. We started well, right?

You can not miss an evil mega corporation called Memorize that, besides having submitted to the people, the memories stole our heroine, Nilin. We have the help of a group of rebels, terrorists that overthrow even pretend Memorize making use of our valuable help. Why? Because we are able to steal and alter the memory of any person.

The alternative development melee and areas during most of the game, but also a few puzzles and original features such as memory remixes.

Say goodbye to privacy. In Remember Me’s speculative future, mankind gives up this once-cherished ideal in exchange for the digitization of memories. They can be shared, relived–even stolen. As the memory hunter Nilin, you’ll be doing all three as you battle through a wonderfully realized sci-fi setting in an attempt to piece together your past.

After having her memory forcibly wiped for reasons unknown, Nilin awakes in Neo-Paris, Remember Me’s city setting. This is a fascinating place, one in which humanity has embraced Sensen technology, an enhancement that lets people view their surroundings through an augmented overlay, as well as store and share memories. From the towering skyscrapers and rotundas of the city’s wealthier districts, to the condemned streets of the slums lined with junkies who’ve indulged in a few too many memories, each area is loaded with rich detail. You’ll get a great sense of both the positive and destructive impacts technology has had on the inhabitants of Remember Me’s world. And though its residents speak with an overwhelming amount of silly jargon and titular words, Neo-Paris begs to be explored.

Neo-Paris

Like any game built around the cinematic adventure template, Remember Me is ultimately dependent on its story. Schlocky and silly in places, but potent and reflective in others, Nilin’s tale has bags of heart to play off against its flamboyant bosses and existential quandaries, all grounded by a charismatic female star. While the world building isn’t on a par with the best – hampered by a civilian population as robotic as its metal cohorts – a rich backstory and architectural detail make Neo-Paris a place worth visiting. It is, in other words, exactly the kind of tale you’d happily watch play out on any screen – silver or plasma.

Memory Hunter

The Sensen technology Nilan processes can be used in several ways. Outside of combat, it is used to navigate obstacles by shooting projectiles, access doors and move objects. One of Nilan’s most useful abilities is to steal memories, which allows access to Remembranes. These literally allow her to walk in the steps of another person, which opens up plenty of secrets, such as hidden paths or door codes. Another important ability, which happens to be my absolute favorite, is the remixing of memories. This is where Nilan enters the mind of another person, watches a specific memory take place and then makes small alterations to affect the outcome. For example, a bounty hunter attacks you, bent on taking you in for the money. Inside her mind it is revealed the money is for her brother’s medical fees. He just happens to be cared for at Memorise. A few adjustments later, like a doctor giving him the wrong medication, and her brother is dead – at least in her memory. At that point, the enemy’s tune could change and become an ally bent on taking Memorise down for her brother’s death.

Combat

The stylish, combo-based combat is where Remember Me shines. The game utilizes the Sensen technology angle in its combat, which results in a sort of augmented reality that is just gorgeous. While there are only four combos allowed in the game, each attack within the combo is fully customizable through the use of attacks called Pressens. Pressens can be used to regenerate health, reduce cooldowns on special abilities, deal damage or amplify effects of other Pressens. Attacking enemies accumulates focus, which is used to unleash some truly devastating attacks. This isn’t a simple button masher either – strategically utilizing your abilities is key to surviving. Encounter an enemy that damages you if you attack it? Try using regeneration Pressens to gain health and even out the damage received. If you feel overwhelmed, unleash a Logic Bomb that damages multiple targets and destroys shields.

There are multiple enemy types, all with their own strengths and weaknesses, sometimes influenced by the environment itself – such as an ability to be invisible in dark places like the ghoulish Leapers, humans twisted through experimentation and destruction of memories. There are also a few quick time event flourishes ala God of War that spice things up and offer satisfying conclusions to long battles.

Special Skills

We have 5 skills in Remember Me special, we unlock to unlock the adventure. Sensen Fury serves to hurt them more resistant enemies, chaining combos of 10 or more hits. Camouflage sensen makes us invisible for a while , allowing us to kill an enemy with one blow, the overload.

Gradual Oxide is our favorite because it lets us control one of the enemy robots, which will be shooting at his former colleagues and then self-destruct with a bang. Logic bomb is a real bargain. We put an explosive on an enemy, which appeals to other rivals and makes them explode. With Sensen DOS can stun enemies and discover those who are wearing camouflage, which also exist.

To use these powers we have to gather the concentration tollinas giving or receiving them enough. The typical mediate activated, and comfortable conference powers. Of course, we also have to wait a few seconds before using them again.

Sound and Graphics

If there is something you can not criticize Dontnod is that they have done a spectacular job in the technical section. Graphics are not a revolution, but the engine is very solid with no faults. The artistic design is very elaborate, especially the design of the characters and certain locations, but get the feeling that some are much more elaborate than others.

The soundtrack takes the cake in this section. The mix of electronic music and film music is perfect. Rarely do we say that the music of a game invite us, in some part, to advance the adventure, but with Remember Me happens.

Remember Me is an inconsistently enjoyable experience. Its world provides an interesting glimpse into a could-be future, and the Memory Remix puzzles and Pressen system help offset its extreme linearity and stiff combat. There are enough good ideas here to keep you playing from start to finish, but Remember Me’s rougher edges mean it’ll fade from your memory far sooner than you might like. (From gamerfuzion.com, gamerant.com, gamesradar.com)